White Hack Third Edition
White Hack Third Edition
White Hack Third Edition
STR
A
D
H
EX
C
Whitehack
ST AV
third edition
N
W
O
IS
INT
Quality Rules
Christian Mehrstam
twitter.com/whitehackrpg
whitehackrpg.wordpress.com
suldokar.wordpress.com
Introduction 14
If You Are New to Whitehack . . . . . . . . . . . . . . . . . . 14
If You Are a Whitehack Veteran . . . . . . . . . . . . . . . . 16
Conversions . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
A Few Words About Setting . . . . . . . . . . . . . . . . . . 16
How to Roll & Read the Dice . . . . . . . . . . . . . . . . . . 17
A Quick Run-Down for Experienced Role-Players . . . . . 18
Terminology . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Examples of Play . . . . . . . . . . . . . . . . . . . . . . . . 22
An Exorcist Performs a Miracle . . . . . . . . . . . . . . 22
Being Attuned to Your Bow . . . . . . . . . . . . . . . . 23
Belonging to the Wrong Species . . . . . . . . . . . . . . . 24
Fighting Suits of Armor . . . . . . . . . . . . . . . . . . . . 24
Auction in the Alley . . . . . . . . . . . . . . . . . . . . . 26
Using a Base . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Creating a Miraculous Set of Glasses . . . . . . . . . . . 28
The Task of Climbing a Wall . . . . . . . . . . . . . . . . 28
Making a Modus Roll . . . . . . . . . . . . . . . . . . . . 29
Character Generation 30
The Attribute Scores . . . . . . . . . . . . . . . . . . . . . . . 31
Character Class Descriptions . . . . . . . . . . . . . . . . . 32
The Deft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
The Strong . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
The Wise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Creating Miracle Wordings . . . . . . . . . . . . . . . . . 42
Miracle Wording Oracle . . . . . . . . . . . . . . . . . . 43
Groups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Species . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Vocations . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Affiliations . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Group Generator . . . . . . . . . . . . . . . . . . . . . . . . 46
Gold & Equipment . . . . . . . . . . . . . . . . . . . . . . . 48
Equipment Weight . . . . . . . . . . . . . . . . . . . . . . 48
Creating Your Own Weapons . . . . . . . . . . . . . . . 50
Calculating Armor Class . . . . . . . . . . . . . . . . . . . . 52
Core Rules 58
Gaining Experience . . . . . . . . . . . . . . . . . . . . . . . 59
Saving Throws . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Task Rolls, Skills & Quality . . . . . . . . . . . . . . . . . . 60
Difficulty, Help & Extreme Scores . . . . . . . . . . . . . 60
Skills & “Trained Rolls” . . . . . . . . . . . . . . . . . . . 60
Pairs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Contests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Auctions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Tactics in Auctions . . . . . . . . . . . . . . . . . . . . . . 63
Extended Auction Use . . . . . . . . . . . . . . . . . . . . 63
Time & Movement . . . . . . . . . . . . . . . . . . . . . . . . 64
Straining . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Common Special Cases . . . . . . . . . . . . . . . . . . . . 66
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Reactions . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Initiative . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Surprise . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
The Attack Roll . . . . . . . . . . . . . . . . . . . . . . . . 69
Actions During a Round . . . . . . . . . . . . . . . . . . 70
Melee Attack . . . . . . . . . . . . . . . . . . . . . . . . . 70
Missile Attack . . . . . . . . . . . . . . . . . . . . . . . . 70
Crits & Fumbles . . . . . . . . . . . . . . . . . . . . . . . . 71
Free Attacks & Disengaging . . . . . . . . . . . . . . . . 72
Combat Advantage . . . . . . . . . . . . . . . . . . . . . 72
Conditions & Concentration . . . . . . . . . . . . . . . . 72
Special Combat Options . . . . . . . . . . . . . . . . . . 73
Damage & Death . . . . . . . . . . . . . . . . . . . . . . . . . 74
Healing & Injuries . . . . . . . . . . . . . . . . . . . . . . . 75
Ghost Form & Resurrection . . . . . . . . . . . . . . . . . . 76
Using Magick Items . . . . . . . . . . . . . . . . . . . . . . 78
Magick Potions & Powders . . . . . . . . . . . . . . . . . 78
Cursed Objects . . . . . . . . . . . . . . . . . . . . . . . . 78
Reading Scrolls . . . . . . . . . . . . . . . . . . . . . . . . 78
Poison & Drugs . . . . . . . . . . . . . . . . . . . . . . . 79
Appendix 148
Is There an Adventure in this Book? . . . . . . . . . . . . . 148
The Reviewer & Community Rules . . . . . . . . . . . . . . 149
License . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150
Average
3.1 Movement Rates . . . . . . . . . . . . . . . . . . . 65
Crawling
3.2 Rates . . . . . . . . . . . . . . . . . . . . . . . . . 65
Typical
3.3 Miles per Day Travel Rates . . . . . . . . . . . . . 65
Legacy
3.4 AC Conversion . . . . . . . . . . . . . . . . . . . . . 69
Attack
3.5 Crits . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Attack
3.6 Fumbles . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Zero
3.7 & Negative HP . . . . . . . . . . . . . . . . . . . . . . . 74
Reading
3.8 Scrolls . . . . . . . . . . . . . . . . . . . . . . . . . 79
Effects
4.1 of Corruption . . . . . . . . . . . . . . . . . . . . . . 86
Brave
4.2 Advancement . . . . . . . . . . . . . . . . . . . . . . . 91
Fortunate
4.3 Advancement . . . . . . . . . . . . . . . . . . . . 93
Consequences
4.4 of Base Stress . . . . . . . . . . . . . . . . . . 101
Base Intervention Costs . . . . . . . . . . . . . . . . . . . . 103
Monster
6.1 XP . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Monster
6.2 Stats (A–C) . . . . . . . . . . . . . . . . . . . . . . 136
Monster
6.3 Stats (G–K) . . . . . . . . . . . . . . . . . . . . . . . 137
Monster
6.4 Stats (L–Spe) . . . . . . . . . . . . . . . . . . . . . 138
Monster
6.5 Stats (Spi–Z) . . . . . . . . . . . . . . . . . . . . . 139
Magick
6.6 Item Concepts (A–F) . . . . . . . . . . . . . . . . . . 144
Magick
6.7 Item Concepts (G–Sc) . . . . . . . . . . . . . . . . 145
Magick
6.8 Item Concepts (Sh–W) . . . . . . . . . . . . . . . . 146
Substance
6.9 Examples . . . . . . . . . . . . . . . . . . . . . . . 147
A Knight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
The Whitecloaks . . . . . . . . . . . . . . . . . . . . . . . . . 47
The Whitehack Character Sheet . . . . . . . . . . . . . . . 56
The Beast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
INTRODUCTION
Where new and veteran players and Referees are
introduced to the game.
14 – whitehack 3
introduction – 15
Conversions
To convert a first edition character to the new rules,
recalculate AC and read the class table to get the AV and
a new ST. Strong characters with an ability that is no
longer in the game get a new ability from the new list.
No actual conversion is needed for second edition
characters. Just move them onto the new character sheet.
Pay special attention to encumbrance, as this edition
uses the alternative system found in the Troubleshooting
section of the second edition.
16 – whitehack 3
popularization Whitehack predates. As you will see, the double roll ties
into the group and attribute mechanisms and is used when the character
has specific training in some area.
introduction – 17
18 – whitehack 3
introduction – 19
20 – whitehack 3
introduction – 21
22 – whitehack 3
introduction – 23
24 – whitehack 3
introduction – 25
26 – whitehack 3
introduction – 27
28 – whitehack 3
introduction – 29
CHARACTER
GENERATION
Where we explore the choices involved in creating a
new character.
30 – whitehack 3
character generation – 31
32 – whitehack 3
character generation – 33
34 – whitehack 3
their remains. Such findings aren’t keyword based and don’t fall under
these rules.
character generation – 35
36 – whitehack 3
character generation – 37
38 – whitehack 3
character generation – 39
40 – whitehack 3
character generation – 41
∗ If you want to randomize it, you can use a d20, read the units number
and re-roll on a 9 or 0.
† This may sound harsh, but the point of miracles isn’t that your
42 – whitehack 3
character generation – 43
Species
The first type of group is the character’s species. It must
be chosen at character creation and is defined by physical
and broad cultural traits. Species groups are relative to
the norm of the game world—if you don’t have a species
group, it means that the character is the most common
species, usually human. Common fantasy species groups
are dwarves, elves, halflings and goblins. Choosing one
of those would mean that the character has some of the
physical and cultural traits of that species. It does not
mean that the species as a whole is culturally the same.
Further group choices can delve deeper into cultural and
sub-cultural variations.
44 – whitehack 3
Vocations
The second type is the character’s vocation. This can be
wizard, barbarian or something similarly adventurous. But
it can just as well be plumber or swine herder—literature
is full of ordinary people becoming heroes.
Often, a player will want to choose a vocation in line
with the character’s class, but it isn’t necessary. Creating
a deft wizard would effectively give you a character whose
own magick is petty (it does the nigh impossible), but who
is knowledgeable about magick in theory and good at
reading spells from books and scrolls. Conversely, a wise
knight would be physically weaker than her peers, but
still a good tactician with magick to back her up in battle.
Vocations aren’t mere occupations. A character can
only have one vocation but may supplant or develop it as
part of her career, if there is an in game opportunity.
Affiliations
The third type is the character’s affiliations. Such groups
can be guilds, schools, tribes, companies, secret societies,
cults or some other social structure. They may provide
friends, knowledge, languages, equipment, refuge and aid,
and, in rare cases, even specific skills (as in “the Black
Hats jealously guard the secret of weird explosives”). They
will also give the character enemies. Affiliation groups can
be exchanged but must always be plausible in the game
world.
In certain campaigns, affiliation groups such as Good,
Evil, Lawful etc. designate moral attunement to gods and
other powers. Characters without such groups are simply
ambiguous and complex in their morals.
character generation – 45
46 – whitehack 3
character generation – 47
Equipment Weight
The character is allowed ten regular objects, plus five in a
backpack, sack or similar container. Heavy objects count
as two, while minor objects count as half. Coins, gems and
very small things are no-size items—100 of them count as
one regular object. Use common sense to settle what is
what. Weapons have regular/heavy/minor designators.
Armors, unless magickal, count as per AC (next spread).
For every completed uneven number of regular
objects exceeding the character’s limit, she moves down a
category in the Movement Rates table (p. 64). Strength
can temporarily alleviate the consequences.
Gear Cost
Backpack 5
Bandages (5) 2
Boat 60
Bottle (wine), glass 1
Cart 50
Case (map or scroll) 3
Checkers (game) 5
Compass 50
Crowbar 5
Dice 2
Flint & steel 5
Grappling hook 5
◇ Gear (A–G) ◇
48 – whitehack 3
character generation – 49
50 – whitehack 3
,†
asdf∗ adfa‡ adf§
(half slot). N = No size item (100 for 1 slot). H = Heavy item (2 slots). See
p. 48.
† RoF stands for Rate of Fire, measured in shots/round(s). This means
that you fire in the first round and then need to spend any remaining
rounds reloading before you can fire again. You can’t reload a weapon
with a fraction RoF (crossbow, black powder pistol etc.) while moving.
‡ Firearms do not fit in every campaign. The examples given represent
This is particularly important when dealing with free attacks (p. 72).
character generation – 51
Languages
All characters are able to understand and speak the most
common language as well as the most common language
of their own species in the campaign region of the game
world. Usually, this means that humans speak a single
language, while characters with a species group also
speak a language common to that species. Unless the
player has chosen a group that makes it inappropriate
(like “barbarian”), all characters are considered literate. If
the game world is an early historic setting or simply a bit
gritty, the Referee may decide that general literacy counts
as a language.
∗ You may be used to other, legacy armor systems in this tradition. The
Attack Roll section (p. 69) deals with them, but unless you are running an
official module with legacy AC values, you should switch—Whitehack’s
armor system is simply better.
† If the character wears any kind of helmet, results of 16+ on the crits
52 – whitehack 3
character generation – 53
54 – whitehack 3
character generation – 55
STR
A
D
H
EX
C
ST
Whitehack AV
third edition
N
W
O
IS
INT
AC MV Slots HP
Character Identity
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
CORE RULES
Where we look at the process of playing and the core
rules of this game.
58 – whitehack 3
Gaining Experience
Characters are awarded experience points (XP) for killing
monsters, accumulating treasure and completing quests.
Monsters have XP values, and one gold piece is equal to
one XP. These two XP categories represent the experience
the character gets from staying alive and getting ahead—
by force or through cunning—in a dangerous fantasy
world.
Quest XP represent the experience characters get from
achieving specific goals, not just staying alive. Discovering
the force behind the incursion of kobolds might be a
quest goal. To topple a queen and put someone else on
her throne might be another. In an adventure, there are
often a few smaller quests to complete, as well as a major
quest. In a typical low level adventure, the quest part
is about half of the total XP gained. As the characters
advance in level and take on harder missions, this quota
may increase. But sometimes you fail and get no quest
XP at all. At other times, quest XP may be all you get.
Saving Throws
A hostile miracle, a trap or some other hazard can
allow a saving throw, to see if the character is lucky or
experienced enough to avoid it. Roll a d20. If the result is
equal to or below the character’s ST, the save is a success.
Otherwise it is not (some saves can also be “fumbled” or
have a relevant “quality,” see Task Rolls on the next page).
Anyone resistant or vulnerable to a certain hazard uses
positive or negative double rolls, respectively (p. 17).
core rules – 59
rolls (p. 17) for difficulty. The first solution only works for harder actions,
not for easier ones. The second solution can’t differentiate between
hard/harder or easy/easier. This makes player skill less important. In
both cases, you get into trouble when you need to combine difficulty with
AC and groups. Using modifications for difficulty solves this problem.
60 – whitehack 3
Pairs
Getting a pair in a successful positive double roll means
that the character manages to get some additional benefit
other than succeeding. Getting a pair in an unsuccessful
negative double roll means getting some additional
detrimental effect other than failing.
Contests
In contests, the parties roll and compare their results.
The better result category wins, while being in the same
category counts as a tie. The order from best to worst
is: successful positive pair, crit, success, failure, fumble,
failed negative pair. For a more granular comparison, you
can let the higher roll win within each category.
Note that contestants may have or lack groups and
can have different difficulty modifications depending on
the situation. Sometimes they don’t even roll for the same
attribute. Two parties trying to convince a third might for
example use logic (intelligence) or charm (charisma).
core rules – 61
62 – whitehack 3
core rules – 63
Straining
The Referee can demand a strength roll to see if a
character can move at all with very heavy burdens. Any
character with a heavy or worse load can choose to strain
herself to move as per the burden category above the one
she is in. Make a standard strength roll. If it is successful,
the character gets the current time unit (round, 10 min,
hour, 6 hours) of boosted movement. If it is a failure, the
character gets tired and can’t move in the next time unit.
64 – whitehack 3
Total Crawl†
Burden (ft/10 min)
Normal 120
Heavy 90
Severe 60
Massive 30
◇ Crawling Rates ◇
∗ Humanoids of human and somewhat larger size (like ogres) use the
nothing for the other terrain type rates, but can make traveling safer
and more comfortable.
core rules – 65
66 – whitehack 3
core rules – 67
Reactions
Make a charisma roll for the character who is the most
noticeable in the party. Usually, this is the most active
character, the one who does the talking or simply the
one who is first in the marching order. The quality of
success indicates how favorable the reaction is. A failed
result indicates open or hidden hostility. The reaction
roll should be modified by the Referee depending on
the circumstances and the type of creatures involved. A
modification is frequently given in official modules. The
lack of a mutual language always makes things harder:
you get −6 to charisma for the roll.
Initiative
At the beginning of combat, everyone rolls initiative with
a d6—high roll wins, modified by high dexterity (p. 31).
The Referee can choose to roll once for groups of creatures,
who then act on the same turn. If two combatants have
tied initiatives, missiles go before melee and lighter
weapons go before those that are heavier or need to be
drawn. This is usually only relevant if at least one of the
tied combatants is attacking the other.
Any combatant that does nothing but wait during a
round gets to change her initiative to 6 in the next and all
consecutive rounds.
Anyone can choose a lower initiative instead of the
one rolled. In the first round after this choice, she can let
her actions happen just before others’ on that initiative.
68 – whitehack 3
0 1 2 3 4 5 6 7 8 9 10
9 8 7 6 5 4 3 2 1 0 −1
10 9 8 7 6 5 4 3 2 1 0
10 11 12 13 14 15 16 17 18 19 20
◇ Legacy AC Conversion∗ ◇
∗ The top line is the Whitehack AC values. The first regular line is
the early system for descending AC, the second is the later system
for descending AC. The last line is the system for ascending AC. The
formula is to take the Whitehack AC and subtract it from 9 or 10 to get
the descending values. Alternatively, add 10 to get the ascending values.
core rules – 69
Melee Attack
A melee attack is made either with a close combat weapon
like a sword or dagger, or with a natural close combat
weapon such as a fist or claw. Two enemies within five
feet of each other are considered to be engaged in melee
combat. Some weapons have reach, which extends this
distance to ten feet.
Missile Attack
Missile attacks are attacks with ranged weapons such as a
bow or a throwing axe. The weapon ranges on p. 50 are
the close ranges. The attack gets −1 AV for each exceeded
increment of the close range value, up to a maximum of
−4 (longer shots are impossible).
When firing into a melee, you must beat the AC of
your target by 4 or more in order to hit it. If you beat it by
less, you hit someone else in the melee, at the Referee’s
discretion. A miss is still a miss, though.
Some missile attacks target areas. Hitting a certain
spot is a task roll. Hitting a moving target’s spot is a
missile attack against AC 0. Anyone in the target area gets
to save to avoid damage. The area of effect is normally
15×15 feet, or 9 grid squares. The squares can be arranged
into a cone for breath weapons, or spread differently
in a tight space. For ray weapons, count the number of
squares crossed in the line of fire (9 squares = 45 ft).
70 – whitehack 3
d6 The character(’s) . . .
1 Weapon breaks. It can be mended.
2 Armor or shield breaks. They can be mended.
3 Drops her weapon, or it gets stuck.
4 Staggers and gets 2 rounds of halved movement.
5 Attacks the nearest ally (make an attack roll).
6 Hits herself—roll damage!
◇ Attack Fumbles ◇
core rules – 71
Combat Advantage
Some situations and positions in battle will give the
character or her enemy combat advantage in the form
of +2 AV and +2 damage. The Referee decides when
this occurs, but in general, flanking gives the flanking
attackers this advantage, as does higher ground, sure
footing vs. loose footing, striking from behind or attacking
a surprised enemy. Sometimes, the Referee may even
grant a double or triple combat advantage in the form of
a +4 or +6 bonus to both AV and damage.
Deft characters can switch their positive double roll for
double damage when they strike with combat advantage
in a way that relates to their vocation.
72 – whitehack 3
core rules – 73
HP Consequence
0 Knocked out until healed to positive HP.
<0 Knocked out as per above but must also save or
die in d6 rounds. −10 HP means instant death.
◇ Zero & Negative HP ◇
74 – whitehack 3
core rules – 75
76 – whitehack 3
core rules – 77
Cursed Objects
Cursed objects are magickal, but with wholly or partially
negative effects. They are harder to identify—a secret
modification can be included by the Referee in the
player’s trained identification task roll. For powerful
cursed objects, a secret extra HP cost can be added to any
identifying magick. Characters can be killed this way.
Cursed objects often require a save to be rid of. Some
of them have bleeding hit point costs, meaning that you
may all of a sudden have to pay extra HP, hours or even
days after using them.
Reading Scrolls
Magick scrolls are formalized, singular ways to trigger
specific miraculous effects. Everything is set—the effect,
its parameters and its cost in HP. In order to use a scroll,
you must know the language and succeed at a trained roll
for intelligence, modified by the scroll’s HP cost. For
example, if you are trying to read a 1 HP Scroll of Identify,
78 – whitehack 3
core rules – 79
OPTIONAL RULES
Where we look at rules that aren’t always required but
which let you run different adventures and settings.
A Traditional Toolkit
The game can run any material in the original rules
tradition, old or new, without actual conversion. All you
have to do is read the material in a somewhat different
manner. Ignore hit point entries, attack bonuses, skill
values and damage designations. Instead, read the
monster HD entries in any module and simply use them
with Whitehack monster rules (p. 130). Treat the names
of spells and special abilities as miracle wordings. If
you think the legacy AC values seem extreme, give all
characters a module specific AV bonus (+1 or +2 is usually
enough). In modules for levels 11 and up, you may also
want to lower monster HDs a bit.
80 – whitehack 3
optional rules – 81
Morale Checks
In Whitehack, the Referee rules on fight or flight for her
characters, but she may use a morale check to decide. Roll
a d20 against the monster or monster group’s morale
value (p. 130) at the first “monster side” casualty and
again when their numbers are halved. A failure indicates
flight or surrender. For retainers (below), the player rolls
for her character’s charisma.
82 – whitehack 3
True Miracles
Another way of dealing with traditional magick is to
emphasize the use of scrolls over the use of miracle
wordings:
At the loss of some niche protection, you can let the Deft
slot scrolls that have a 1–2 HP cost and then use them
once per day at that cost. You can also let the Strong use
their class ability to acquire scroll magick from victims.
optional rules – 83
84 – whitehack 3
optional rules – 85
86 – whitehack 3
optional rules – 87
∗ Perhaps
you can get some inspiration from the evocative traditional
saves. How about Breath, Death, Morph, Spell and Tech?
88 – whitehack 3
optional rules – 89
90 – whitehack 3
optional rules – 91
optional rules – 93
The Dagonite
Dagonites are amphibian refugees from a collapsed deep
sea empire, far away from the campaign region. They
generally look like fish-humans or walking frogs, and
are somewhat taller than dwarves. Dagonites worship
Dagon, an ancient sea god of prosperity. Their culture is
technologically more advanced than the fantasy world
average, capable of such wonders as breach loaded pistols,
glasses, chronometers and typewriters. It is taboo for
them to talk about their lost home.
Dagonites breathe both air and water. They are
vulnerable to cold and drought and have poor but near
360° vision. Prejudice against dagonites is a huge problem
for affiliation groups. Dagonites have normal XP rates.
94 – whitehack 3
optional rules – 95
96 – whitehack 3
optional rules – 97
Base Identity
The identity of the base is up to the group as a whole, and
there really aren’t any limits to what you may come up
with. The initial examples can be used as categories to
give you some ideas, though:
98 – whitehack 3
O Equipment or resources?
O Knowledge (history, arcane lore, legends, gossip . . . )?
O Protection (both short and long term)?
O Healing or rest?
O Martial power?
O Transportation, removal of obstacles?
O Social status, reputation?
No idea for a base will be able to do all of the above, and
some things will be more obvious than others. But usually,
what seems like a far stretch may become plausible after
all, on second thought—just like the shadow giant example
above. Bases foster and reward creativity, because they
are used in times of need.
Fill in your single line on the base sheet, and then
flesh it out a little bit based on your initial answers to
the above questions and your knowledge of similar bases
from fiction in other media. You don’t need to overdo this,
as the point of bases is that they develop over time. Don’t
use more space than the sheet allows.
optional rules – 99
100 – whitehack 3
Unless the stress value is too high, the group may also
choose not to save. In that case, the cost is just payed
without any consequence at this time, but a new save
isn’t allowed until stress has risen further.
The Referee options in the consequence table
(compromise, threaten, destroy) are further discussed in
the campaign section of the next chapter.
Transcendence
There are many things that the group may do to alter,
strengthen, repair or redefine their base—perhaps as a
consequence of a successful adventure, a lucky find or in
the aftermath of a major base crisis.
At any such time, a re-write of the base identity is
allowed, and the stress level may be reset or diminished,
at the Referee’s discretion. For example, the guide may
return from the dead, the child of destiny may become a
young prince or the time traveling vehicle may get a new
part, allowing it to also travel dimensions.
Zero State
Current State
Base Notes
HOW TO RUN
THE GAME
Where rookie and veteran Referees may find advice,
tools and useful ideas.
104 – whitehack 3
Referee Barebones
There is no mystery to being a Referee. Without much
consideration for style, here are the bare-bones:
1. Write an adventure using this chapter or read one
someone else has made (also see p. 148).
2. Using the adventure, present a situation that the
characters are in and ask what they do.
3. Use the rules, dice and if need be common sense to
adjudicate the results of the characters’ actions and
present it as a new situation. Again, ask what the
characters do. Repeat this until the session is over.
4. Strive to be fair. If you are unsure, ask a player who
isn’t involved in the situation what she thinks is fair.
5. When a player wants to use one of her character’s
groups, ask her how the group suits the situation. Let
the explanation rest in the collective memory of the
group (don’t take notes) and serve as a precedent.
6. Be a guardian of player choice, not one against it. For
player choice to matter, you can neither improvise
everything, nor force your written material upon the
players. When events are covered, follow the dice and
material. When played events move into unknown
territory, follow the dice and the game world logic.
106 – whitehack 3
108 – whitehack 3
110 – whitehack 3
112 – whitehack 3
Mapping Phases
Finally, it can be useful to create a simple phase map
before diving into the actual writing. Mark the phases you
want on a piece of paper and link them based on what
the characters can or must do to move between them.
Consider using combat (C), task (T), knowledge (K), social
(S) and item (I) links, as shown in the example below:
Accept Refuse
K▸
INFORMATION PREPARATION
◂T
Bone and (false) Get Gear
tomb location.
C
◂T I
EXPL. TRAVEL AFTERMATH
K▸
False Tomb Handle competition.
K C
I
EXPLORATION CONFRONTATION
True Tomb Lesser Lich Boss
114 – whitehack 3
FALSE TOMB
OF TUNKA JINN
(A Boring Map)
r r
s t e
r r
116 – whitehack 3
O A success means that they react, and you can use the
quality to indicate how strongly.
O A crit means that they have a huge but not
disproportionate reaction.
O Failure means that they don’t react, and a fumble
means that they misunderstand the situation and react
disproportionately.
their own Referees in regard to their characters. They can mark the
character’s beliefs and convictions just as with Referee characters, and
then assess events themselves, rolling to see how their characters react.
This can be useful at times where you don’t want to or can’t choose for
your character.
118 – whitehack 3
B Trait (*reversible)
1. Hunted 8. Blooded 15. Hated*
2. Cursed* 9. Magick 16. Smelly*
3. Expensive* 10. Divine* 17. Broken
4. Evidence 11. Historic 18. Odd*
5. Guilty* 12. Brutal* 19. Raw*
6. Last* 13. Healing* 20. Fake*
7. Unique* 14. Missing
D Drama
1. Theft 8. Duty 15. Revolt
2. Betrayal 9. Poison 16. Ambition
3. Struggle 10. Plague 17. War
4. Greed 11. Treason 18. Taboo
5. Heresy 12. Lie 19. Ideal
6. Death 13. Vengeance 20. Rivalry
7. Wound 14. Flight
120 – whitehack 3
F Wilderness Locations
1. Megaliths 8. Glade 15. Fortress
2. Peak 9. Ruin 16. Heath
3. Pass 10. Chasm 17. Territory
4. Grave 11. Lone tree 18. Lake
5. Glacier 12. Crossroads 19. Crater
6. Cave 13. Rapids 20. Burial
7. Vale 14. Swamp grounds
G City Locations
1. Prison 8. Market 15. Arena
2. Harbor 9. Tower 16. Canal
3. Temple 10. Park 17. Storehouse
4. Gates 11. Library 18. Graveyard
5. Museum 12. Shoppe 19. Well
6. Morgue 13. Court 20. Water
7. Bridge 14. Slums reserve
H Events
1. Burglary 8. Peace 15. Strike
2. Break-up 9. Election 16. Arrival
3. Fight 10. Coup 17. Legislation
4. Deal 11. Famine 18. Arrest
5. Execution 12. Revelation 19. Invention
6. Accident 13. Escape 20. Disappea-
7. Outbreak 14. Purchase rance
122 – whitehack 3
124 – whitehack 3
126 – whitehack 3
MONSTERS
& ARTIFACTS
Where we encounter foes and their rules, as well as
the why, what and how of magick artifacts.
128 – whitehack 3
HD XP HD XP HD XP
<1 15 6 1,200 12 2,400
1 30 7 1,400 13 2,600
2 75 8 1,600 14 2,800
3 150 9 1,800 15 3,000
4 300 10 2,000 16 3,200
5 600 11 2,200 17 3,400
◇ Monster XP ◇
Monster Attributes,
Task Rolls & Morale
Monsters and non-player characters don’t have attribute
scores. For task rolls, auctions and contests, use AV for
what you think should be the monster’s good attributes
and ST or even raw HD for what you think should be
the poor ones. Do the same for high and poor morale
values. Some monsters can have one or more extremely
low attributes compared to a human. How smart are Rocs
or Black Puddings? Set such attributes to 1.
130 – whitehack 3
Boss Stages
In addition to these special rules, bosses may have stages,
which are conditioned and designed by the Referee. A
stage is a version of the boss with its own HD, AC, MV,
keywords, appearance and XP value. The most common
condition for a change of stage is that the HP of the
previous stage have been reduced to zero. For example, a
boss necromancer may have a second shadow stage that
only appears after its human stage has been vanquished.
A boss is not truly dead until all its stages have been
defeated.
Rock Snail
AC: 4 HD: 10+15 MV: 30
Special: Cold immunity, spit hot slime, tunnel through
almost anything, shell can be excavated, can be trained.
Rock snails are gargantuan snails, measuring up to 60 feet
from tail to head and with huge stone shells. They are
tamed young and trained not to use their shells, which are
carefully excavated by stone masons to house up to two
dozen travelers for weeks. Rock snails are the most reliable
and safe way to travel glaciers and the snowy wilderness,
as they are powerful enough to best white dragons and
hostile orc tribes. They are practically immune to cold and
can be trained to let their slime (which can also be spit)
melt through ice and all but the hardest of rocks.
132 – whitehack 3
Talking Head
AC: 3 HD: 1+1 MV: 25/20
Special: Understand all languages, split gaze, shoot beams,
tool-set, vulnerable to energy attacks. Can be played as a
species-as-class character.
The Talking Head is magick construct trying to find
its way out of the Shadow Realm. It is made of metal,
etched with runes, and has a conical shape that vaguely
resembles a head. It hovers a foot above ground and has
shining, yellow crystal eyes whose gaze can be directed
as searchlights in simultaneous separate directions. It
has a way of speaking that is hard to understand and
sounds like the chirrups of a strange bird. Dirt and pieces
of shadow vegetation cover it.
The Talking Head is not overly intelligent (as ST,
which is 8) but understands and “speaks” any language,
spoken or written. It has a built in tool-set that it can
use to manipulate objects and mend itself, and it can fly
short distances. It also has a built in wand that can shoot
magick rays of d6−1 damage every other round. Should it
get out of the Shadow Realm, The Talking Head can be
played as a species-as-class Deft Explorer character. Its
odd nature gives it multiple drawbacks in any humanoid
society, which is why it can be played without any XP
penalty.
134 – whitehack 3
Whitecloak
AC: 0/5/1 HD: 1 MV: 30/25/30
Special: 1 strong ability (knights), 1 miracle (priests) or
nothing (missionaries).
The Whitecloaks is a religious order with political
ambitions. The members believe that the curse (see “The
Twisted” above) is a test of perseverance. Those who
endure shall be rewarded by the God of Law in the
afterlife. They organize correction camps for the twisted,
who they consider morally corrupt, and sometimes show
off “cured” individuals. But the camps are closed for
outsiders, and many of the twisted never return.
The Whitecloaks are growing in numbers fast,
recruiting mostly among the poor. They offer their
services as peacekeepers, work to outlaw any but their
own beliefs and want all magick users to be tested for the
curse.
There are three types of Whitecloaks: The mission-
aries are unarmed and unarmored. The knights are
armed peace-keepers equipped with chainmail, shields
and swords. The priests are learned and sometimes wise.
They wear cloth armor and daggers. Knights and priests
wear variants of the white cloak that has given the order
its name.
136 – whitehack 3
138 – whitehack 3
Importing Monsters
Sometimes you may want to import monsters from
other resources into something you write yourself. In the
original tradition, look at the HD, AC and Move values.
Transfer them to Whitehack as they are, but pay attention
to the AC value, as you may want to lower it a bit (1 or
2 points is usually enough). Then look at the monster
description. You can transfer immunities, resistances and
defining knacks directly. Special attacks, spells etc. are
keywords. As Whitehack has a 1–10 level range, you may
want to lower the HDs for high HD monsters that come
from resources with a 1–20 level range (or in some cases
even 1–36). You don’t have to, though—some monsters are
just a really bad idea to attack!
For the other traditions, look at the advice for playing
such material (p. 84) and use it to import the monster.
140 – whitehack 3
Kvo Crystal
Kvo crystals look like amber and are magick by nature.
When cut and set in elaborate jewelry, they get a distinct,
deep glow that a miracle worker may recognize.
The crystals have the ability to store thoughts and
memories of a bearer who has learned to open her mind
to them. Once filled, the crystals can only be read. Writing
or reading a crystal takes a trained roll for wisdom and d6
hours for any memory than is longer than a brief thought
or experience (which you can do in 10 minutes). Some
crystals are polluted and require a save for the user to
avoid insanity or other negative mind effects of a failure:
1. You fall asleep for 24 hours.
2. You are blind, for d6 hours, due to mental blockage.
3. Put “unknown mind fragment” as an injury on wisdom
but use it for good and bad, like a species group.
4. You vomit and take d6 damage, which may kill you.
5. You lose the last month to the crystal.
6. You are insane. Mark it as an injury on wisdom.
142 – whitehack 3
Ghost Box
A ghost box is a dead voice transmitter. Each box has one
or several spirits bound to it. As physical distance means
little to the dead, two ghost boxes bound to the same
spirits produce the exact same sound, even if they are
many miles apart in the world of the living.
Ghost boxes are usually beautiful wooden cubes with
the side of one foot (somewhat smaller boxes are used
in marionettes). They are used for pleasure by the very
rich—singing or reading spirits being the most popular.
But they can also be used for all sorts of communicative
purposes. A single box is worth thousands of gold pieces.
Shadow Mark
A Shadow Mark is a palm-sized, ebony colored and
randomly shaped mass of fossilized parasites from the
Shadow Realm. It has a 1 in 20 chance to form when
an infected host dies, and glows with an intensity
proportional to the proximity of a shadow portal, starting
at 300 ft.
The parasites are incorporeal when alive. Whenever
a humanoid character bleeds in the Shadow Realm, she
must save or be infected. The cure for shadow affliction is
hitherto unknown. As far as anyone knows, the parasites
are mostly benign. All they do is to color the blood of their
hosts black.
144 – whitehack 3
146 – whitehack 3
◇ Substance Examples ◇
APPENDIX
148 – whitehack 3
appendix – 149
150 – whitehack 3
license – 151
152 – whitehack 3
license – 153
154 – whitehack 3
index – 155
156 – whitehack 3
index – 157
158 – whitehack 3
index – 159
whitehackrpg.wordpress.com
twitter.com/whitehackrpg